* Furre
Greater House (3 Points, not available to Bugges)
This
Advantage doesn't mean as much in Drakoria as in Kasuria. Your
Pedigree is 12. Likely possibilities:
-
House
Yasmeen (Raideth) Equines; famed for their opulent quarters.
-
House
Kavillaur (Malcom) Heavyset Mustelines; dates back to the
Kingdom of Tellish.
-
House
Sabine (Lithe) Feline; stereotypically swashbucklers, and
connoisseurs.
-
House
Carthamine (Aldric) Lupine/Vulpine (Wolves and Foxes) Rivals to
Giovarri; Lord Dragar ti'Carthamine rules Aldric.
-
House
Giovarri (Kosh) Dominated by Wolves. The most prestigious Canine
clan.
*
Wyrmme Greater House (3 Points, Wyrmmes Only)
Your
Pedigree is 12. There is only one Wyrmme Great House: Imperial House
Kaut
*
Lesser House (1 Point, Furres Only)
Your
Pedigree is 11. Likely possibilities:
-
House
Kithain (Raideth) Felines; descended from sea raiders.
-
House
Kelmothand (Malcom) Semi-aquatic Mustelines; dates back to the
Kingdom of Tellish.
-
House
Kosani (Lithe) Rodents, mostly Mice; famous as a banking family.
-
House
Broderick (Aldric) Canines.
-
House
Keung (Kosh) Tigers; trace their lineage to exiled Taigorian
warlord Jiyarr Keung.
*
Highborn (2 Points, Wyrmmes only)
Your
Pedigree is 11. Wyrmmes do not have Lesser Houses. They may come
from the following famous heroic Bloodlines: Tragauth, Margaith,
Hellikaun, Yarsha *It's possible that a Furre might have a Highborn
Wyrmme ancestor but a Furre child amongst Wyrmmes would be such a
disgrace that they could never use it for status in Drakorian
society.
*
Kasurian Hero (1 Point)
In
the battles between Drakoria and Kasurian, you've distinguished
yourself. You have a modest amount of fame, a modest pension from
the government, and the right to prefix your name with "Kil"
(example: Kil'Tana) Your Pedigree is now an 11. You're addressed as
a Knight, as Sir if you are male, and with Ladysir if you are
female.
*
Kajutar Mindscourge Wyrmme (3 Points, Wyrmmes Only!)
Your
specialty is inflicting pain telepathically, an ability that is not
possible for Furres or Bugges. Related to the Lords and Ladies of
Drakoria, your Pedigree is 11. You most likely have a number of
Furre and Bugges slaves in your household. With almost no effort,
you can instantaneously inflict a flash of searing pain that
paralyzes your thrall for four seconds. Anyone else, you may make an
attempt to do so (RPers, roll 2d10 to roll greater than the victim's
(Spark+5).
*
Kasurian Dragonrider (3 Points)
You'll
never forget the moment: there you were, with others, as the eggs
were hatching. Then, in an instant- your mind and your
dragonfriend's were connected by a bond that only death can sever.
Your dragon is not telepathic with other dragons. The moment of this
bonding is called "impression". Older dragons are about as
intelligent as dolphins or chimpanzees but young ones are much like
toddlers. You remain telepathic with your Dragon at any distance.
*
Drakorian Dragonrider (3 Points)
As a
reward for your outstanding service to the Empire, you were awarded
the right to Bind a dragon. The ceremony was private, with a Kajutar
Mindscourge feeding both you and the hatchling a Potion of Binding.
You experienced an incredible pleasurable rush of power as you
realized the dragon was forever in your possession. You are
telepathic with your dragon. Your dragon is not telepathic with
other dragons. Your dragon's personality grows more and more like
yours as time goes on, until, in time, it is merely an extension of
you. You remain telepathic with your Dragon at any distance.
*
Wyrmme Heritage (1 Point)
You
are a Furre, but one of your parents was/is a Wyrmme. Wyrmmes of
Drakoria will see you as an abomination; typical Furres of Kasuria
might be somewhat suspicious of you if they knew your background.
You will feel most comfortable in warm places, as you will have
reptilian tendencies to your metabolism. Your senses of hearing,
smell and taste will be slightly less keen than a fullblooded
Furre's. You might look like any other Furre, or you might be scaly
all over.
*
Telepath (2 Points)
You
could be a Wyrmme, a Furre or even a Bugge. You have the ability to
mindspeak to someone you know personally, at a range of
line-of-sight. If you are blindfolded or blinded, you may only make
contact at a range of touch. You can carry on a conversation with a
non-telepath but this requires all your concentration. You can do
this without effort with another Telepath, as long as you can both
see each other. Telepathy can't be used to force information out of
anybody or inflict pain; this is the exclusive art of the Kajutar
Mindscourge. Telepathy doesn't give off any "waves", so
there is no clue to any observers that this is taking place.
However, a Telepath always knows if someone else is trying to
contact them. Telepathy, or "Mindspeaking", should not be
confused with the power of Empathy. Telepathy doesn't transmit
emotion.
*
Advanced Telepath (3 Points, Can't be Age_Kid)
As
Telepath, but you can also contact someone with whom you are
personally familiar, without the line-of-sight restriction. This is
learned through years of arduous practice, meditation, and the like.
*
Antipath (2 Points)
The
Antipath (TM) is cut off from all Telepathy. They cannot be made
into a mindslave by a Kajutar Mindscourge, but they also can never
be a Dragonrider or speak with mindspeech. For all purposes of
telepathy, the Antipath is a null zone.
*
Empathy (2 Points, Not Available to Wyrmmes)
At a
range of line-of-sight, you can gather a general picture of someone
else's mood. With a close friend, you can actually feel their
emotions. The Telepathy power does *NOT* let you do this.
*
Sidekick (1 Point)
You
have a friend and subordinate. They might be a younger sibling, or
they might be a paid servant, or they might be a slave. Note that
this Advantage specifically refers to a Sidekick who is a Wyrmme,
Furre, or Bugge.
*
Followers (2 Points; should be bought once per organization)
You
have an organization, with NPC members. NPCs may be invented for RP
purposes, but the "fictitious" people may not possess any
Advantages of any sort, as this is what makes Player Characters
special. Examples of followers that you might have are a street
gang, a House, a ship's crew, a mercenary company. As a rule of paw,
you have 3-20 people in your service.
* Pet
Minidragon (1 Point)
Sharing
a connection similar to a Dragonrider's, you are telepathic with
your minidragon but not in telepathic contact with others. They are
about as intelligent as a clever dog.
*
Pet_Watchwyrm (-2 Points, Furres only.)
Cousins
to the true dragons, these quadrupeds have small wings but cannot
fly. On the ground they would be the match of a true dragon in a
fight if it were not for one serious quirk: all Watchwyrms have such
sensitive eyes that they are blind by day or on a night when the two
moons both shine full. In the dark, when both Raptors and true
dragons are rendered blind, however, the Watchwyrm goes about in
perfect comfort and awareness of its surroundings. They are
physically graceful, with more amiable facial features than true
dragons. Their eyes are either milky white or pitch black. They are
hatched from eggs, and, when they bond with a Furre they may become
diurnal-- using their Furre friend's vision and hearing to navigate!
Conversely, the Furre may use the Watchwyrm's keen nightvision in
the dark. Villages may not have any Raptor Knights or Dragonriders
but they will usually have at least one Watchfurre who keeps the
peace and rides a happy-go-luckfriend, y Watchwyrm to which he or
she is bonded. A WatchWyrm can carry 2-3 passengers for quite a way.
To keep up their sturdy bodies' high metabollisms, they will happily
eat anything that doesn't protest.
*
Alchemist: (costs 1 pt per Potion known, minimum 3, and the Rah must
grant
their approval to the choice of Potions.)
All
the Mage abilities may be accomplished by making Potions. A potion
is a one-time use of an ability/effect. To make a potion, the Rah is
inflong ormed by the Alchemist. If the Rah decides that the
Alchemist character has been played well, then potion comes into
being 30 days after that. The potion is "good" for another
30 days, but after that, loses its power completely. It isn't legal
to create an Alchemist alt just for their potion-making.
List
A Potions: Color_Change, Sex_Change, Magical_Harm, Kiwi, Ostrix,
Aging, Destroy, Scarhawk * Potion of Binding: The subject's mind
is made very readable as by those with Telepathy. A Kajutar
Mindscourage uses this dreaded drink to permanently enthrall a
mindslave. The blood of a Kajutar Mindscourge is an important
ingredient.
List
B Potions: Magical_Healing, Lifesaving, Regeneration, Anagathica,
Water-Breathing, Water Walking, Resurrection * Potion of
Antipathy: For one RL day, all Telepathic effects from or upon the
imbiber are null and void. A Kosarian Dragonrider will resume
Telepathy with their true dragon afterwards, but any Binding of a
Kasurian Dragon or a mindslave will be shattered. One of the
ingredients in this potion is the blood of an Antipath.
DISADVANTAGES
*
Mindmute (-1)
You
can be *sent* Mindspeech but you can't speak back, nor can you
project feelings or imagery deliberately in any way. You can be a
Telepath and possess this Disad.
*
Mindwhipped (-2 Point)
Drinking
a Potion of Binding left you with a permanent strange condition in
which *any* Telepath may now use the Kajutar Mindscourge ability
upon you. (your resistance is still based on your Spark+5)
*
Mindslave (-3 Points)
You
are the property of a Kajutar Mindscourge. You've been under their
influence so long that you are fanatically loyal to them. You have
no such feelings for any other Wyrmme, however.
*
Drone (-2 Points, Bugge Only!)
You
are a male Bugge, genetically adapted for carrying things about.
Your Build begins at 9 (Small; can be bought up to 10 for 1 Adv.
Pt.) instead of 10. Your Education begins at 9 (Uneducated; this
cannot be bought lower or raised with Adv/Disad Pts.) You may not
have the Advantage "Followers". You have small vestigial
wings. You can mate exactly once, but this would be fatal for you.
There is absolutely no way around this tragremain ic fact of Bugge
existence.